Prince of Persia panel at Comic-Con
I’ll be in San Diego next Friday for an 11:30 am Q&A panel about the Prince of Persia: The Sands of Time graphic novel anthology I’m writing for Disney, with artists Todd McFarlane, Cameron Stewart, Bernard Chang, Tommy Lee Edwards, Josh Middleton, and Niko Henrichon, many of whom will be on the panel as well. (Check the Comic-Con schedule for updated details.)
It’s been a very cool project and one I’ve had a lot of fun doing. The book is a prequel to the movie (I use the word “prequel” advisedly, for those who think time is like a river that flows swift and sure in one direction), with each chapter drawn by a different artist in a different style. It’ll be published next April as part of the Prince of Persia movie pre-launch.
This is the second Prince of Persia graphic novel I’ve been involved with — the first, written by A.B. Sina and illustrated by LeUyen Pham and Alex Puvilland, was published last year by First Second Books — and they’re very different projects. Whereas the First Second book is deliberately separate from the games and movie — linked thematically, rather than through plot and characters — the Disney book is firmly in the universe of the movie. It offered a chance to establish, and expand on, the characters’ world and back stories beyond what’s in the film.
Most enjoyably, it’s given me an opportunity to revisit the story and characters of the original game for the first time in two decades — though in a way that’s kind of hard to explain, until you read the book.
Hope to see you next Friday, those of you who can make it!
A visit to Lucasfilm
Just gave a talk to Lucasfilm at their Presidio campus. The invitation included spending a night at the Skywalker Ranch — the stuff of dreams, for me.
I’d been to the ranch once before, in 1987. I was two years out of college, stalled halfway through the first Apple II version of Prince of Persia, and torn between pursuing a career in computer games or screenwriting. In fact, the old Broderbund Software building where I programmed POP is just down the road from the Skywalker Ranch (a long, winding, scenic road, often foggy and frequented by deer). So being invited back to tell Lucasfilm staff the story of POP’s 20-year journey — from 8-bit computer game to summer movie — felt pretty cosmic.
Especially considering that it all goes back to the first ten minutes of Raiders of the Lost Ark.
Both the Skywalker Ranch and the Presidio campus are seriously nice places — in idyllic natural settings, with a level of luxury and attention to detail rarely found in movie or videogame studios. And filled with sacred artifacts like the Original Millenium Falcon.
I got a tour and a sneak peek at some of the cool stuff the LucasArts guys have been working on, at least one of which I’m pretty sure I can mention without violating the NDA I signed along with the retinal scan.
Thanks, Lucasfilm, for a great and memorable visit.
The tyranny of the epic
I found this Gamasutra editorial by Chris Remo interesting (and not just because he mentions POP). He dares to ask: Why do today’s video games (and the movies based on them) tend so relentlessly toward the epic, at the expense of other kinds of stories?
Is it because games are often played as power fantasies? Is it because, when the default progression mechanic in most games is combat, grand conflict and badassery just make the most sense?
It’s a good question. I saw Star Trek last week at the Arclight Hollywood with friends whose movie tastes run more towards art-house fare. (I loved it, they didn’t.) After the first three trailers (Transformers, Terminator, and GI Joe), my friend leaned over to me in some perplexity and said: “I feel like I’ve just seen the same trailer three times in a row.”
Coincidentally, Terry Gilliam made much the same remark in today’s LA Times:
Terry Gilliam went to the movies the other night, and this is what he saw. “Trailers from ‘Transformers,’ ‘ G.I. Joe,’ ‘ Harry Potter’; they all had the same explosions, the same sound mix, the same rhythms, it was all the same film,” the director says, still not quite believing it. ” Hollywood’s been doing this for 20 years. When’s it going to end?”
[Small world: Gilliam's new film, The Imaginarium of Dr. Parnassus, was edited by Mick Audsley, who is also one of the editors of the POP movie.]
Kurosawa once said that he made movies for people in their twenties. For me, that’s the key. Epics are the kind of movies I loved most when I was in my teens and early twenties. I liked other kinds of movies too, but I lived for epics. Movies (and video games) mattered more to me at that time in my life than they ever have since. This being a business, it’s fair to note that I spent a far greater proportion of my time and disposable income consuming them than I do now. So in a way, I’m still making movies and games for my 20-year-old self.
These days, when I go to the movies (or the Xbox), be it Star Trek, Bioshock or whatever, what holds my interest most are the small, quirky, human moments that somehow transcend the familiar epic framework, make it come alive one more time. They’re getting harder to find.
Prince of Persia sketchbooks
Did these on set in Ouarzazate, added the sepia ink wash later when I got back to the hotel.








